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Microsoft Kinect Sensor and Its Effect R ecent advances in 3D depth cameras such as Microsoft Kinect sensors (www.xbox. com/en-US/kinect) have created many oppor- tunities for multimedia computing. Kinect was built to revolutionize the way people play games and how they experience entertainment. With Kinect, people are able to interact with the games with their body in a natural way. The key enabling technology is human body- language understanding; the computer must first understand what a user is doing before it can respond. This has always been an active re- search field in computer vision, but it has proven formidably difficult with video cameras. The Kinect sensor lets the computer directly sense the third dimension (depth) of the play- ers and the environment, making the task much easier. It also understands when users talk, knows who they are when they walk up to it, and can interpret their movements and translate them into a format that developers can use to build new experiences. Kinect’s impact has extended far beyond the gaming industry. With its wide availability and low cost, many researchers and practitioners in computer science, electronic engineering, and robotics are leveraging the sensing technology to develop creative new ways to interact with machines and to perform other tasks, from helping children with autism to assisting doc- tors in operating rooms. Microsoft calls this the Kinect Effect. On 1 February 2012, Micro- soft released the Kinect Software Development Kit (SDK) for Windows (www.microsoft.com/ en-us/kinectforwindows), which will undoubt- edly amplify the Kinect Effect. The SDK will potentially transform human-computer inter- action in multiple industries—education, healthcare, retail, transportation, and beyond. The activity on the news site and discussion community KinectHacks.net helps illustrate the excitement behind the Microsoft Kinect technology. Kinect was launched on 4 Novem- ber 2010. A month later there were already nine pages containing brief descriptions of approxi- mately 90 projects, and the number of projects posted on KinectHacks.net has grown steadily. Based on my notes, there were 24 pages on 10 February 2011, 55 pages on 2 August 2011, 63 pages on 12 January 2012, and 65 pages on 18 February while I was writing this article. This comment from KinectHacks. net nicely summarizes the enthusiasm about Kinect: ‘‘Every few hours new applications are emerging for the Kinect and creating new phenomenon that is nothing short of revolutionary.’’ Kinect Sensor The Kinect sensor incorporates several advanced sensing hardware. Most notably, it contains a depth sensor, a color camera, and a four-microphone array that provide full-body 3D motion capture, facial recognition, and voice recognition capabilities (see Figure 1). A detailed report of the components in the Kinect sensor is available at www.waybeta.com/news/ 58230/microsoft-kinect-somatosensory-game- device-full-disassembly-report-_microsoft-xbox. This article focuses on the vision aspect of the Kinect sensor. (See related work for details on the audio component. 1 ) Multimedia at Work Wenjun Zeng University of Missouri, [email protected] Zhengyou Zhang Microsoft Research Editor’s Note Sales of Microsoft’s controller-free gaming system Kinect topped 10 million during the first three months after its launch, setting a new Guinness World Record for the Fastest-Selling Consumer Electron- ics Device. What drove this phenomenal success? This article unravels the enabling technologies behind Kinect and discusses the Kinect Effect that potentially will transform human-computer interaction in multiple industries. 1070-986X/12/$31.00 c 2012 IEEE Published by the IEEE Computer Society 4
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Page 1: Microsoft Kinect Sensor and Its Effect...Microsoft Kinect Sensor and Its Effect Recent advances in 3D depth cameras such as Microsoft Kinect sensors (. com/en-US/kinect) have created

Microsoft Kinect Sensorand Its Effect

Recent advances in 3D depth cameras such

as Microsoft Kinect sensors (www.xbox.

com/en-US/kinect) have created many oppor-

tunities for multimedia computing. Kinect

was built to revolutionize the way people play

games and how they experience entertainment.

With Kinect, people are able to interact with

the games with their body in a natural way.

The key enabling technology is human body-

language understanding; the computer must

first understand what a user is doing before it

can respond. This has always been an active re-

search field in computer vision, but it has

proven formidably difficult with video cameras.

The Kinect sensor lets the computer directly

sense the third dimension (depth) of the play-

ers and the environment, making the task

much easier. It also understands when users

talk, knows who they are when they walk up

to it, and can interpret their movements and

translate them into a format that developers

can use to build new experiences.

Kinect’s impact has extended far beyond the

gaming industry. With its wide availability and

low cost, many researchers and practitioners in

computer science, electronic engineering, and

robotics are leveraging the sensing technology

to develop creative new ways to interact with

machines and to perform other tasks, from

helping children with autism to assisting doc-

tors in operating rooms. Microsoft calls this

the Kinect Effect. On 1 February 2012, Micro-

soft released the Kinect Software Development

Kit (SDK) for Windows (www.microsoft.com/

en-us/kinectforwindows), which will undoubt-

edly amplify the Kinect Effect. The SDK will

potentially transform human-computer inter-

action in multiple industries—education,

healthcare, retail, transportation, and beyond.

The activity on the news site and discussion

community KinectHacks.net helps illustrate

the excitement behind the Microsoft Kinect

technology. Kinect was launched on 4 Novem-

ber 2010. A month later there were already nine

pages containing brief descriptions of approxi-

mately 90 projects, and the number of projects

posted on KinectHacks.net has grown steadily.

Based on my notes, there were 24 pages on

10 February 2011, 55 pages on 2 August

2011, 63 pages on 12 January 2012, and 65

pages on 18 February while I was writing

this article. This comment from KinectHacks.

net nicely summarizes the enthusiasm about

Kinect: ‘‘Every few hours new applications

are emerging for the Kinect and creating new

phenomenon that is nothing short of

revolutionary.’’

Kinect Sensor

The Kinect sensor incorporates several

advanced sensing hardware. Most notably, it

contains a depth sensor, a color camera, and a

four-microphone array that provide full-body

3D motion capture, facial recognition, and

voice recognition capabilities (see Figure 1). A

detailed report of the components in the Kinect

sensor is available at www.waybeta.com/news/

58230/microsoft-kinect-somatosensory-game-

device-full-disassembly-report-_microsoft-xbox.

This article focuses on the vision aspect of the

Kinect sensor. (See related work for details on

the audio component.1)

[3B2-9] mmu2012020004.3d 5/4/012 11:51 Page 4

Multimedia at Work Wenjun ZengUniversity of Missouri, [email protected]

Zhengyou ZhangMicrosoft Research

Editor’s NoteSales of Microsoft’s controller-free gaming system Kinect topped

10 million during the first three months after its launch, setting a

new Guinness World Record for the Fastest-Selling Consumer Electron-

ics Device. What drove this phenomenal success? This article unravels

the enabling technologies behind Kinect and discusses the Kinect

Effect that potentially will transform human-computer interaction in

multiple industries.

1070-986X/12/$31.00 �c 2012 IEEE Published by the IEEE Computer Society4

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Figure 1b shows the arrangement of the

infrared (IR) projector, the color camera, and

the IR camera. The depth sensor consists of

the IR projector combined with the IR camera,

which is a monochrome complementary metal-

oxide semiconductor (CMOS) sensor. The

depth-sensing technology is licensed from the

Israeli company PrimeSense (www.primesense.

com). Although the exact technology is not dis-

closed, it is based on the structured light princi-

ple. The IR projector is an IR laser that passes

through a diffraction grating and turns into a

set of IR dots. Figure 2 shows the IR dots seen

by the IR camera.

The relative geometry between the IR projec-

tor and the IR camera as well as the projected IR

dot pattern are known. If we can match a dot

observed in an image with a dot in the projec-

tor pattern, we can reconstruct it in 3D using

triangulation. Because the dot pattern is rela-

tively random, the matching between the IR

image and the projector pattern can be done

in a straightforward way by comparing small

neighborhoods using, for example, normalized

cross correlation.

Figure 3 shows the depth map produced

by the Kinect sensor for the IR image in Figure 2.

The depth value is encoded with gray values;

the darker a pixel, the closer the point is

to the camera in space. The black pixels indicate

that no depth values are available for those pix-

els. This might happen if the points are too far

(and the depth values cannot be computed accu-

rately), are too close (there is a blind region due

to limited fields of view for the projector and

the camera), are in the cast shadow of the projec-

tor (there are no IR dots), or reflect poor IR lights

(such as hairs or specular surfaces).

The depth values produced by the Kinect

sensor are sometimes inaccurate because the

calibration between the IR projector and the

IR camera becomes invalid. This could be

caused by heat or vibration during transporta-

tion or a drift in the IR laser. To address this

problem, together with the Kinect team, I

developed a recalibration technique using the

card in Figure 4 that is shipped with the Kinect

sensor. If users find that the Kinect is not

responding accurately to their actions, they

can recalibrate the Kinect sensor by showing

it the card. The idea is an adaptation of my ear-

lier camera calibration technique.2

The depth value produced by the Kinect sen-

sor is assumed to be an affine transformation

[3B2-9] mmu2012020004.3d 5/4/012 11:51 Page 5

Figure 1. Microsoft Kinect sensor. (a) The Kinect sensor for Xbox 360. (b) The

infrared (IR) projector, IR camera, and RGB camera inside a Kinect sensor.

Figure 2. The infrared (IR) dots seen by the IR

camera. The image on the left shows a close-up

of the red boxed area.

Figure 3. Kinect sensor depth image. The sensor

produced this depth image from the infrared (IR)

dot image in Figure 2.

(b)

Infraredprojector

RGBcamera

Infraredcamera

(a)

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of the true depth value—that is, Zmeasured ¼aZtrue þ b—which we found to be a reasonably

good model. The goal of recalibration is to de-

termine a and b. (We could also use a more

complex distortion model that applies the

same technique.) Using the RGB camera, the

recalibration technique determines the 3D coor-

dinates of the feature points on the calibration

card in the RGB camera’s coordinate system,

which are considered to be the true values. At

the same time, the Kinect sensor also produces

the measured 3D coordinates of those feature

points in the IR camera’s coordinate system.

Minimizing the distances between the two

point sets, the Kinect sensor can estimate the

values of a and b and the rigid transformation

between the RGB camera and the IR camera.

Kinect Skeletal Tracking

The innovation behind Kinect hinges on

advances in skeletal tracking. The operational

envelope demands for commercially viable

skeletal tracking are enormous. Simply

put, skeletal tracking must ideally work for

every person on the planet, in every house-

hold, without any calibration. A dauntingly

high number of dimensions describe this enve-

lope, such as the distance from the Kinect sen-

sor and the sensor tilt angle. Entire sets of

dimensions are necessary to describe unique

individuals, including size, shape, hair, cloth-

ing, motions, and poses. Household environ-

ment dimensions are also necessary for

lighting, furniture and other household fur-

nishings, and pets.

In skeletal tracking, a human body is repre-

sented by a number of joints representing

body parts such as head, neck, shoulders, and

arms (see Figure 5a). Each joint is represented

by its 3D coordinates. The goal is to determine

all the 3D parameters of these joints in real

time to allow fluent interactivity and with lim-

ited computation resources allocated on the

Xbox 360 so as not to impact gaming perfor-

mance. Rather than trying to determine di-

rectly the body pose in this high-dimensional

space, Jamie Shotton and his team met the

[3B2-9] mmu2012020004.3d 5/4/012 11:51 Page 6

Figure 4. Kinect

calibration card. To

recalibrate the Kinect

sensor, the RGB

camera’s coordinate

system determines the

3D coordinates of the

feature points on the

calibration card, which

are considered to be the

true values.

Figure 5. Skeletal tracking. (a) Using a skeletal representation of various body parts, (b) Kinect uses

per-pixel, body-part recognition as an intermediate step to avoid a combinatorial search over the

different body joints.

+

++ +++

++

++ +

+ +++

xyz

Left hand

(a) (b)

NeckRight

shoulder

Leftelbow

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challenge by proposing per-pixel, body-part rec-

ognition as an intermediate step (see Figure 5b).3

Due to their innovative work, Microsoft hon-

ored the Kinect Skeletal Tracking team mem-

bers with the 2012 Outstanding Technical

Achievement Award (www.microsoft.com/

about/technicalrecognition/Kinect-Skeletal-

Tracking.aspx).

Shotton’s team treats the segmentation of a

depth image as a per-pixel classification task

(no pairwise terms or conditional random

field are necessary). Evaluating each pixel sepa-

rately avoids a combinatorial search over the

different body joints. For training data, we

generate realistic synthetic depth images of

humans of many shapes and sizes in highly var-

ied poses sampled from a large motion-capture

database. We train a deep randomized decision

forest classifier, which avoids overfitting by

using hundreds of thousands of training

images. Simple, discriminative depth compari-

son image features yield 3D translation invari-

ance while maintaining high computational

efficiency.

For further speedup, the classifier can be run

in parallel on each pixel on a graphics process-

ing unit (GPU). Finally, spatial modes of the in-

ferred per-pixel distributions are computed

using mean shift resulting in the 3D joint pro-

posals. An optimized implementation of our al-

gorithm runs in under 5 ms per frame (200

frames per second) on the Xbox 360 GPU. It

works frame by frame across dramatically differ-

ing body shapes and sizes, and the learned dis-

criminative approach naturally handles self-

occlusions and poses cropped by the image

frame.

Figure 6 illustrates the whole pipeline of Kin-

ect skeletal tracking. The first step is to perform

per-pixel, body-part classification. The second

step is to hypothesize the body joints by

finding a global centroid of probability mass

(local modes of density) through mean shift.

The final stage is to map hypothesized joints

to the skeletal joints and fit a skeleton by con-

sidering both temporal continuity and prior

knowledge from skeletal train data.

Head-Pose and Facial-Expression

Tracking

Head-pose and facial-expression tracking has

been an active research area in computer vi-

sion for several decades. It has many applica-

tions including human-computer interaction,

performance-driven facial animation, and

face recognition. Most previous approaches

focus on 2D images, so they must exploit

some appearance and shape models because

there are few distinct facial features. They

might still suffer from lighting and texture

variations, occlusion of profile poses, and so

forth.

Related research has also focused on fitting

morphable models to 3D facial scans. These

3D scans are usually obtained by high-quality

laser scanners or structured light systems.

Fitting these high-quality range data with a

morphable face model usually involves the

well-known iterative closest point (ICP) algo-

rithm and its variants. The results are generally

good, but these capturing systems are expen-

sive to acquire or operate and the capture pro-

cess is long.

A Kinect sensor produces both 2D color

video and depth images at 30 fps, combining

the best of both worlds. However, the Kinect’s

depth information is not very accurate. Figure 7

shows an example of the data captured by Kin-

ect. Figure 7c, a close-up of the face region ren-

dered from a different viewpoint, shows that

the depth information is much noisier than

laser-scanned data.

[3B2-9] mmu2012020004.3d 5/4/012 11:51 Page 7

Depthimage

Inferred bodyparts

Hypothesizedjoints

Trackedskeleton

Figure 6. The Kinect

skeletal tracking

pipeline. After

performing per-

pixel, body-part

classification, the

system hypothesizes the

body joints by finding

a global centroid of

probability mass and

then maps these joints

to a skeleton using

temporal continuity

and prior knowledge.

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We developed a regularized maximum-

likelihood deformable model fitting (DMF) al-

gorithm for 3D face tracking with Kinect.4 We

use a linear deformable head model with a lin-

ear combination of a neutral face, a set of shape

basis units with coefficients that represent a

particular person and are static over time, and

a set of action basis units with coefficients

that represent a person’s facial expression and

are dynamic overtime. Because a face cannot

perform all facial expressions simultaneously,

we believe in general the set of coefficients for

the action basis units should be sparse, and

thus we impose a L1 regularization.

The depth values from Kinect do not have the

same accuracy. Depth is determined through

triangulation, similar to stereovision. The

depth error increases with the distance squared.

Thus, in formulating the distance between the

face model and the depth map, although we

still use the ICP concept, each point from the

depth map has its proper covariance matrix to

model its uncertainty, and the distance is actu-

ally the Mahalanobis distance. Furthermore,

the 2D feature points in the video frames are

tracked across frames and integrated into the

DMF framework seamlessly. In our formulation,

the 2D feature points do not necessarily need to

correspond to any vertices or to semantic facial

features such as eye corners and lip contours in

the deformable face model. The sequence of

images in Figure 8 demonstrates the effective-

ness of the proposed method.

Microsoft Avatar Kinect has adopted similar

technology (www.xbox.com/en-us/kinect/

avatar-kinect). With Avatar Kinect, you can

control your avatar’s facial expression and head

through facial-expression tracking and its arm

movements through skeletal tracking (see Fig-

ure 9). As you talk, frown, smile, or scowl, your

voice and facial expressions are enacted by your

avatar, bringing it to life. Avatar Kinect offers 15

unique virtual environments to reflect your

mood and to inspire creative conversations and

performances. In a virtual environment you

choose, you can invite up to seven friends to

join you for a discussion or have them join you

at the performance stage where you can put on

a show. Thus, you can see your friends’ actual

expressions in real time through their avatars.

[3B2-9] mmu2012020004.3d 5/4/012 11:51 Page 8

(a) (b) (c)

Figure 7. An example of

a human face captured

by the Kinect sensor.

(a) Video frame

(texture), (b) depth

image, and (c) close up

of the facial surface.

Figure 8. Facial

expression tracking.

These sample images

show the results of

Kinect tracking 2D

feature points in

video frames using a

projected face mesh

overlay.

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Teleimmersive Conferencing

With increasing economic globalization and

workforce mobilization, there is a strong need

for immersive experiences that enable people

across geographically distributed sites to inter-

act collaboratively. Such advanced infrastruc-

tures and tools require a deep understanding

of multiple disciplines. In particular, computer

vision, graphics, and acoustics are indispensable

to capturing and rendering 3D environments

that create the illusion that the remote partici-

pants are in the same room. Existing video-

conferencing systems, whether they are

available on desktop and mobile devices or in

dedicated conference rooms with built-in fur-

niture and life-sized high-definition video,

leave a great deal to be desired—mutual gaze,

3D, motion parallax, spatial audio, to name a

few. For the first time, the necessary immersive

technologies are emerging and coming to-

gether to enable real-time capture, transport,

and rendering of 3D holograms, and we are

much closer to realizing man’s dream reflected

in Hollywood movies, from Star Trek and Star

Wars to The Matrix and Avatar.

The Immersive Telepresence project at

Microsoft Research addresses the scenario of a

fully distributed team. Figure 10 illustrates

three people joining a virtual/synthetic meeting

from their own offices in three separate loca-

tions. A capture device (one or multiple Kinect

sensors) at each location captures users in 3D

with high fidelity (in both geometry and ap-

pearance). They are then put into a virtual

room as if they were seated at the same table.

The user’s position is tracked by the camera so

the virtual room is rendered appropriately at

each location from the user’s eye perspective,

which produces the right motion parallax ef-

fect, exactly like what a user would see in the

real world if the three people met face to face.

Because a consistent geometry is maintained

and the user’s position is tracked, the mutual

gaze between remote users is maintained.

In Figure 10, users A and C are looking at

each other, and B will see that A and C are

[3B2-9] mmu2012020004.3d 5/4/012 11:51 Page 9

Figure 9. Avatar Kinect

virtual environment.

Users can control

their avatars’ facial

expressions through

facial-expression

tracking and body

movements through

skeletal tracking.

Figure 10. Immersive telepresence. One or multiple Kinect sensors at each

location captures users in 3D with high fidelity. The system maintains mutual

gaze between remote users and produces spatialized audio to help simulate a

more realistic virtual meeting.

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looking at each other because B only sees their

side views. Furthermore, the audio is also spa-

tialized, and the voice of each remote person

comes from his location in the virtual room.

The display at each location can be 2D or 3D,

flat or curved, single or multiple, transparent

or opaque, and so forth—the possibilities are

numerous. In general, the larger a display is,

the more immersive the user’s experience.

Because each person must be seen from dif-

ferent angles by remote people, a single Kinect

does not provide enough spatial coverage, and

the visual quality is insufficient. Cha Zhang at

Microsoft Research, with help from others,

has developed an enhanced 3D capture device

that runs in real time with multiple IR projec-

tors, IR cameras, and RGB cameras. Figure 11

illustrates the quality of the 3D capture we

can currently obtain with that device.

A similar system is being developed at the

University of North Carolina at Chapel Hill that

uses multiple Kinect sensors at each location.5

Conclusion

The Kinect sensor offers an unlimited number

of opportunities for old and new applications.

This article only gives a taste of what is possible.

Thus far, additional research areas include

hand-gesture recognition,6 human-activity rec-

ognition,7 body biometrics estimation (such as

weight, gender, or height),8 3D surface recon-

struction,9 and healthcare applications.10 Here,

I have included just one reference per applica-

tion area, not trying to be exhaustive. Visit

www.xbox.com/en-US/Kinect/Kinect-Effect and

www.kinecthacks.net for more examples. MM

References

1. I. Tashev, ‘‘Recent Advances in Human-Machine

Interfaces for Gaming and Entertainment,‘‘ Int’l J.

Information Technology and Security, vol. 3, no. 3,

2011, pp. 69�76.

2. Z. Zhang, ‘‘A Flexible New Technique for Camera

Calibration,‘‘ IEEE Trans. Pattern Analysis and Machine

Intelligence, vol. 22, no. 11, 2000, pp. 1330�1334.

3. J. Shotton et al., ‘‘Real-Time Human Pose Recog-

nition in Parts from a Single Depth Image,‘‘ Proc.

IEEE Conf. Computer Vision and Pattern Recognition

(CVPR), IEEE CS Press, 2011, pp. 1297�1304.

4. Q. Cai et al., ‘‘3D Deformable Face Tracking with

a Commodity Depth Camera,‘‘ Proc. 11th Euro-

pean Conf. Computer Vision (ECCV), vol. III,

Springer-Verlag, 2010, pp. 229�242.

5. A. Maimone and H. Fuchs, ‘‘Encumbrance-Free

Telepresence System with Real-Time 3D Capture

and Display Using Commodity Depth Cameras,‘‘

Proc. IEEE Int’l Symp. Mixed and Augmented Reality

(ISMAR), IEEE CS Press, 2011, pp. 137�146.

6. Z. Ren, J. Yuan, and Z. Zhang, ‘‘Robust Hand

Gesture Recognition Based on Finger-Earth Mov-

ers Distance with a Commodity Depth Camera,‘‘

Proc. 19th ACM Int’l Conf. Multimedia (ACM MM),

ACM Press, 2011, pp. 1093�1096.

7. W. Li, Z. Zhang, and Z. Liu, ‘‘Action Recognition

Based on A Bag of 3D Points,‘‘ Proc. IEEE Int’l Work-

shop on CVPR for Human Communicative Behavior

Analysis (CVPR4HB), IEEE CS Press, 2010, pp. 9�14.

8. C. Velardo and J.-L. Dugelay, ‘‘Real Time Extrac-

tion of Body Soft Biometric from 3D Videos,‘‘

Proc. ACM Int’l Conf. Multimedia (ACM MM),

ACM Press, 2011, pp. 781�782.

9. S. Izadi et al., ‘‘KinectFusion: Real-Time Dynamic

3D Surface Reconstruction and Interaction,‘‘ Proc.

ACM SIGGRAPH, 2011.

10. S. Bauer et al., ‘‘Multi-modal Surface Registration

for Markerless Initial Patient Setup in Radiation

Therapy Using Microsoft’s Kinect Sensor,‘‘ Proc. IEEE

Workshop on Consumer Depth Cameras for Computer

Vision (CDC4CV), IEEE Press, 2011, pp. 1175�1181.

Zhengyou Zhang is a principal researcher and re-

search manager of the Multimedia, Interaction, and

Communication (MIC) Group at Microsoft Research.

His research interests include computer vision,

speech signal processing, multisensory fusion, multi-

media computing, real-time collaboration, and

human-machine interaction. Zhang has PhD and

DSc degrees in computer science from the University

of Paris XI. He is a fellow of IEEE and the founding

editor in chief of the IEEE Transactions on Autonomous

Mental Development. Contact him at zhang@

microsoft.com.

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Figure 11. A screen shot

of two remote people

viewed from a third

location. An enhanced

3D capture device runs

in real time with

multiple infrared (IR)

projectors, IR cameras,

and RGB cameras.

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